class UPlayerController extends UTPlayerController;

state PlayerWalking
{
ignores SeePlayer, HearNoise, Bump;
	
	function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
	{
		if( Pawn == none )
		{
			return;
		}

		if (Role == ROLE_Authority)
		{
			Pawn.SetRemoteViewPitch( Rotation.Pitch );
		}

		Pawn.Acceleration = NewAccel;

		CheckJumpOrDuck();
	}
}

function UpdateRotation( float DeltaTime )
{
	local Rotator   DeltaRot, newRotation, ViewRotation;

	ViewRotation = Rotation;
	if (Pawn!=none)
	{
		Pawn.SetDesiredRotation(ViewRotation);
	}

	DeltaRot.Yaw    = PlayerInput.aTurn;
	DeltaRot.Pitch  = PlayerInput.aLookUp;

	ProcessViewRotation( DeltaTime, ViewRotation, DeltaRot);
	SetRotation(ViewRotation);

	newRotation = ViewRotation;
	newRotation.Roll = Rotation.Roll;

	if ( Pawn != none )
		Pawn.FaceRotation(NewRotation, deltatime);
}

DefaultProperties
{
}
